| Texture | Terrain | Advanced | Render Tree Usage
Category: Texture
Shader Family: Texture
Output: Color
Uses a fractal to create a realistic landscape, complete with snow, mountains, and grass. Each color can be changed to simulate
a different terrain. To create lakes and other landscape effects, use flat surfaces that intersect with the displacement-mapped
terrain.
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The shader's name. Enter any name you like, or leave the default.
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Texture
Bump Mapping
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Switches bump mapping on or off.
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Defines how "bumpy" the bump map will be. A negative value inverts the bump inward; a positive bump map factor bumps outward.
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Uses the texture's alpha channel to achieve a bump map.
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Terrain
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Defines the snow color (mountain caps), which is defined as the highest region.
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Defines the rock color, which is defined as the area between the snow and grass.
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Defines the grass color, which is defined as the lowest regions.
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Alpha
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Multiplies the RGB channels with the alpha channel by the factor defined in the Alpha Strength parameter.
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Determines the factor by which the Alpha is multiplied with the RGB channels.
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Boundary
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Defines the height of the region between the snow (high) and rock (middle) regions.
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Defines the height of the boundary between the rock (middle) and grass (low) regions.
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Controls how much the colors between regions blend with each other. High values take longer to render.
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Controls the ruggedness between each region.
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Fractal
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Defines the amplitude of the successive iterations relative to the current one. For values less than 1, successive iterations
have a lower amplitude; for values greater than 1, the iterations have a higher amplitude and the fractal becomes unbounded.
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Defines the number of iterations used to define the fractal.
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Defines the base amplitude of the fractal used to calculate this texture. This parameter only applies to the amplitude of
the first iteration; successive iterations may raise the amplitude further.
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Controls the overall ruggedness of the landscape. Low values result in a terrain with smooth values; high values create a
more jagged and treacherous landscape.
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Defines the frequency of the fractal in the U and V directions.
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Advanced
Bump Mapping
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Controls the U, V, and Z steps of a bump map. Use this parameter to "smooth" bumps or make them more jagged.
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Alternate
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Specifies whether every other copy of the repetition should be reversed so that the successive copies of the texture are alternated.
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Repeats
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Contains the repetition factor in X,Y, and Z. A value of 2, for example, shrinks the texture so that it fits twice in a [0..1]
interval.
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UV Remap
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Determines the remapping of the texture image. For a 2D image, only X and Y are used.
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Render Tree Usage
All the grass/snow/rock Color parameters can be connected to other textures or image processing shaders. A texture's scalar
parameters can be altered to create interesting effects by applying Texture Generator shaders to them. For example, the Bump
factor can be controlled with the Fractal Texture Generator shader.
A texture shader has seemingly limitless capabilities in a render tree. It can texture an object, be used as a camera or light
projection, define bump or displacement maps, or be blended with any number of other textures to create any effect.